CREO SAE University College
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Disability representation in media: More than just the character
The representation of disability in creative media is problematic. There have been several tests proposed that analyse disability representation within a media text, in an attempt to determine if a media text represents disability appropriately. In this thesis, I discuss several existing tests of disability representation within media texts, identifying problems in each. I propose a new test for disability representation to address these problems. I then apply the test described in this thesis to media texts within the spheres of film, television, fictional literature, comics and games. Using the qualitative method of autoethnography combined with discourse analysis, I will talk about my disabilities and early life as a subject of media. I also discuss discourse that is common amongst a small sector of gamers, centring around anti-inclusion. I also identify a problem within the video games industry that is the result of an apparent lack of mobility-impaired developers, and the effect this lack has on representation in the game development industry, and characters in video gam
Jayden Bloch : Bloch Muse [EP]
Music Producer of Tech/House Genre.
Track 01: Western Ye :
This track starts at a slow 118bpm so that the listener can have time to adjust to the EP before it goes off! Track 02: Falls : This track is a blend of hip-hop chord progressions with techno like percussion and drums fitted with. nice warm progressive bass. Track 03 Soul Dropping : A nice blend of chilled tropical vibes with a solid drop that can be danced to on the beach or in the club Tracl 04 Smokin\u27It : The strongest track on the EP. This track is a traditional tech-house beat with some limited vocals. Aimed at clubs and high-intensity training
Devil\u27s Critters Brewery
For this project, I have undertaken audience testing in order to gain insight into the perspective of potential buyers and industry professionals. The responses to my research will allow me to improve my designs in both the visual aspects as well as the branding. I am hoping to get results that will guide me in a direction to ultimately improve my project overall.
In the industry of product and brand design, designers will do market research and prototyping, and create product testing for their target market. To make my project meet the current standards of graphic design, I am using this survey as my market research and gain reviews from my own target audience and implement it into my final product.
As my product is an alcoholic beverage, my target audience will be directed towards people over 18. Considering my art style is a mixture of ‘Maximaslism’, ‘Frasurbane’, and ‘Neo-Punk’, which are all fairly recent design trends, I am aiming for my target audience to be between the ages of 18-35. I want my survey to cover a small percentage of each age group in order to gain a wide range of perspectives, but will focus the majority of my survey on the ages of my target audience. I have also sent my survey out to multiple industry professionals, including designers, lecturers, videographers, photographers, and creative directors, to ensure that some of my reviews come from a well-versed audience with constructive feedback. - Creator
Dysphoria On Your Tongue [Design]
Dysphoria On Your tongue is a textile, photography and book project based on cultural disorientation and the life of a third culture child. It aims to share the designer\u27s personal experiences and spread awareness on something that is often overlooked or undermined
GAD181.3 Game Project Example 2: Bad Buccaneers Example 2
Created for GAD181, this project demonstrates excellent themeing and use of resources given the limited time available throughout the trimester for the development of a game
ANI314.1 Role Development Example 2
Evidence of output of the student across the Trimester where they provided the following documentation and output:
- Weekly reflection entries in their Learning Journal
- Documented practice within their role specialisation
- Details pertaining to Interdisciplinary practice they engaged in
- Final polished artefact representing their individual Role Specialisatio
C:\Story [Game]
\u3eopen help
\u3ehelp.folder
\u3eDescription.txt
\u3eopen Description.txt
\u3eDescription.txt
- If you are reading this, then you have found a flash drive containing someones story. A story that is at the crux of a few peoples victory, and many more\u27s defeat. This is the story of a choice that one person made, and a choice someone has to make now.
\u3ehelp, please.
C:\Story is a narrative driven game that has you diving into the secrets of a flash drive via terminal commands! Navigate a maze of folders to dig up the truth of a decision that someone made despite all the risks and damage it would do. Discover what morality truly means when you feel like you have nothing else to do, and finally mark the conclusion that you wish to happen
Sonorous Diaspora [Album]
Sonorous Diaspora is a project created to connect and reinforce the importance of a cultural exchange through the language of music and live performances. Live shows were disrupted for the last couple years. Creative industries were greatly affected so we felt the necessity as audio producers & engineers to not only spend time in studios but also to create cultural spaces where bands can showcase their talent whilst we on the other side find the best ways to capture the sonic and other sensorial aspects of it
The evolution of participatory culture through interactive storytelling on TikTok
In 2006 Henry Jenkins commented how the media landscape will be reshaped by a bottom-up energy of media created by amateurs (Jenkins, 2006). This prediction can be seen when comparing traditional screen productions with the user-created content on platforms such as TikTok. Social media continues to prove Jenkins’s foresight, stating in 2012 how stories are shaped by teenagers “… wanting the media they want, where they want, how they want it, in the form they want it when they want it,” (Jenkins, 2012). TikTok shows a current platform evolved from the predictions Jenkins saw regarding participatory culture since the mid-2000s. This natural progression also stems from Toffler’s prosumer work starting from the 1970s (Kotler, 1986) and Bruns’s produser work from the late 2000s (Bruns, 2008). This is then progressed further into viewser, a term coined to detail a subset of produsers found during the research component of this study. Combining these theories provides evidence in the importance of continuing to engage young audiences through media platforms they are engaging with, but also in the way these audiences use these platforms. This research investigates methods for creating interactive episodic content on TikTok, with the intention to expand each episode’s narrative based on how audiences engaged with the previous episode.
TikTok continues to grow in popularity within Australia. The Digital 2022 Australia Report, sponsored by We Are Social and Hootsuite, shows the growth in TikTok across the last few years. While the app is not necessarily the top-rated app for Australian users at the start of 2022, data shows an increase in approximately 6 hours and 20 minutes per month on the Android version of the app in comparison to 2021 (We Are Social, 2022). Whereas other social apps such as WhatsApp, YouTube and Facebook have received relatively the same number of hours per month (We Are Social, 2022). More statistics are explored regarding TikTok and its comparisons to other social media app usage within Australia. Vann-Wall of Screen Hub notes “…the platform seems to be good at finding an audience that will be interested in your subject matter no matter how nerdy or seemingly unpopular it may be,” (Vann-Wall, 2022). The Digital 2022 Australia Report shows the increase in audiences on TikTok, and paired with Vann-Wall’s observations, it begins to show filmmakers the need to consider TikTok as a viable option for reaching new audiences